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Improved docs
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@@ -44,9 +44,9 @@ export function weaponComparator(translate, propComparator, desc) {
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/**
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* Creates a tooltip that shows damage by type.
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* @param {function} translate Translation function
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* @param {Object} formats Object that holds format functions
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* @param {Object} sdpsObject Object that holds sdps split up by type
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* @param {function} translate Translation function
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* @param {Object} formats Object that holds format functions
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* @param {Calc.SDps} sdpsObject Object that holds sdps split up by type
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* @returns {Array} Tooltip
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*/
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function getSDpsTooltip(translate, formats, sdpsObject) {
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@@ -62,9 +62,9 @@ function getSDpsTooltip(translate, formats, sdpsObject) {
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/**
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* Returns a data object used by {@link PieChart} that shows damage by type.
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* @param {function} translate Translation function
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* @param {Object} sdpsObject Object that holds sdps split up by type
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* @returns {Object} Data object
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* @param {function} translate Translation function
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* @param {Calc.SDps} sdpsObject Object that holds sdps split up by type
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* @returns {Object} Data object
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*/
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function getSDpsData(translate, sdpsObject) {
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return Object.keys(sdpsObject).map(key => {
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@@ -77,8 +77,8 @@ function getSDpsData(translate, sdpsObject) {
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/**
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* Adds all damage of `add` onto `addOn`.
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* @param {Object} addOn Object that holds sdps split up by type (will be mutated)
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* @param {Object} add Object that holds sdps split up by type
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* @param {Calc.SDps} addOn Object that holds sdps split up by type (will be mutated)
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* @param {Calc.SDps} add Object that holds sdps split up by type
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*/
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function addSDps(addOn, add) {
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Object.keys(addOn).map(k => addOn[k] += (add[k] ? add[k] : 0));
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@@ -86,7 +86,7 @@ function addSDps(addOn, add) {
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/**
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* Calculates the overall sdps of an sdps object.
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* @param {Object} sdpsObject Object that holds sdps spluit up by type
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* @param {Calc.SDps} sdpsObject Object that holds sdps spluit up by type
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*/
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function sumSDps(sdpsObject) {
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if (sdpsObject.total) {
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@@ -127,7 +127,7 @@ export default class Offence extends TranslatedComponent {
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this._sort = this._sort.bind(this);
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const damage = Calc.offenceMetrics(props.ship, props.opponent, props.wep, props.opponentSys, props.engagementrange);
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this.state = {
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this.state = {
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predicate: 'n',
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desc: true,
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damage
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@@ -247,7 +247,7 @@ export default class Offence extends TranslatedComponent {
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<td className='ri'><span onMouseOver={termtip.bind(null, effectiveArmourSDpsTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>{formats.f1(weapon.sdps.armour.total)}</span></td>
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<td className='ri'><span onMouseOver={termtip.bind(null, effectivenessArmourTooltipDetails)} onMouseOut={tooltip.bind(null, null)}>{formats.pct1(weapon.effectiveness.armour.total)}</span></td>
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</tr>);
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}
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}
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const totalSDps = sumSDps(totalSDpsObject);
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const totalSDpsTooltipDetails = getSDpsTooltip(translate, formats, totalSDpsObject);
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@@ -824,14 +824,42 @@ export function _sustainedDps(ship, opponent, opponentShields, opponentArmour, e
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return { shieldsdps, armoursdps, eps };
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}
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/**
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* Stores SDPS split up by type.
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* @typedef {Object} SDps
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* @property {number} absolute Damage of type absolute
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* @property {number} explosive Damage of type explosive
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* @property {number} kinetic Damage of type kinetic
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* @property {number} thermal Damage of type thermal
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* @property {number} [total] Sum of all damage types
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*/
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/**
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* An object that holds information about SDPS for a given weapon and opponent.
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* @typedef {Object} WeaponDamage
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* @property {number} eps Energy per second
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* @property {Object} damage An object that stores damage inflicted by
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* the weapon.
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* @property {Object} effectiveness An object that stores the effectiveness of
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* the weapon against the opponent given.
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*/
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/**
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* Stores overall SDPS and against a given opponent's shields and armour.
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* @typedef {Object} WeaponDamage~damage
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* @property {SDps} base Overall SDPS.
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* @property {SDps} shields SDPS against the given opponent's shields.
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* @property {SDps} armour SDPS against the given opponent's armour.
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*/
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/**
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* Calculate the sustained DPS for a weapon at a given range
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* @param {Object} m The weapon
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* @param {Object} opponent The opponent ship
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* @param {Object} opponent The opponent ship
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* @param {Object} opponentShields The opponent's shield resistances
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* @param {Object} opponentArmour The opponent's armour resistances
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* @param {int} engagementrange The range between the ship and opponent
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* @returns {Object} Sustained DPS for shield and armour
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* @returns {WeaponDamage} Sustained DPS for shield and armour
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*/
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export function _weaponSustainedDps(m, opponent, opponentShields, opponentArmour, engagementrange) {
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const opponentHasShields = opponentShields.generator ? true : false;
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